Files
GameLib/Util.c
2011-12-25 04:20:00 +01:00

121 lines
2.3 KiB
C

// Copyright (C) 2011 Valeriano Alfonso Rodriguez (Kableado)
#include <math.h>
#include "Util.h"
/////////////////////////////
// SolveQuadratic
//
// Solves a Quadratic equation using a, b and c coeficients.
int SolveQuadratic(float a,float b,float c,float *Rmin,float *Rmax){
float root;
float divisor;
float b2;
b2=b*b;
root=b2-4.0*a*c;
if(root<0){
// Complex
return(0);
}
divisor=(2.0*a);
if(fabs(divisor)==0.0f){
// +inf -inf
return(0);
}
root=sqrtf(root);
Rmin[0]=(float)((-b-root)/divisor);
Rmax[0]=(float)((-b+root)/divisor);
return(1);
}
/////////////////////////////
// Intersec_RayUnitCircle
//
// Intersection between a ray and a Unit Circle.
int Intersec_RayUnitCircle(vec2 orig,vec2 vel,vec2 center,float *t){
float a,b,c;
float Rmin,Rmax;
vec2 distv;
float qlvel;
float qdistv;
// Check if the collision is even posible
qlvel=vec2_dot(vel,vel);
if(fabs(qlvel)<=0.0f)
return(0);
vec2_minus(distv,orig,center);
qdistv=vec2_dot(distv,distv);
// Solve as a unit circle
a=qlvel;
b=2.0f*vec2_dot(distv,vel);
c=qdistv-1.0f;
if(SolveQuadratic(a,b,c,&Rmin,&Rmax)){
if(Rmin>=-0.0f && Rmin<Rmax && Rmin<=1.0f){
*t=Rmin;
return(1);
}
if(Rmax>=-1.0f && Rmin>Rmax && Rmax<=1.0f){
*t=Rmax;
return(1);
}
}
return(0);
}
/////////////////////////////
// Colision_CircleCircle
//
// Colision point of a circle against another circle.
int Colision_CircleCircle(
vec2 cir1,float rad1,vec2 vel,
vec2 cir2,float rad2,
float *t,vec2 n)
{
vec2 vel_a,orig_a,cen_a,temp;
float rads,invrads;
float maxx,minx;
float maxy,miny;
// Check if the collision is even posible
rads=rad1+rad2;
minx=cir1[0]-rads;
maxx=cir1[0]+rads;
if(vel[0]>0){
maxx+=vel[0];
}else{
minx+=vel[0];
}
if(cir2[0]<minx || cir2[0]>maxx)
return(0);
miny=cir1[1]-rads;
maxy=cir1[1]+rads;
if(vel[1]>0){
maxy+=vel[1];
}else{
miny+=vel[1];
}
if(cir2[1]<miny || cir2[1]>maxy)
return(0);
// Convert to a unit circle vs ray
rads=rad1+rad2;
invrads=1.0f/rads;
vec2_scale(vel_a,vel,invrads);
vec2_scale(orig_a,cir1,invrads);
vec2_scale(cen_a,cir2,invrads);
if(Intersec_RayUnitCircle(orig_a,vel_a,cen_a,t)){
// Calculate n
vec2_scale(temp,vel,*t);
vec2_plus(temp,cir1,temp);
vec2_minus(temp,cir2,temp);
vec2_scale(n,temp,1.0f/rads);
return(1);
}
return(0);
}